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Unblockable Attack: Difference between revisions

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{{trope}}
[[File:FocusAttackStreetFighter4_2265FocusAttackStreetFighter4 2265.jpg|link=Street Fighter IV|frame|Protip: if your opponent has dark energy radiating from their body, don't block; ''run.'' <ref>(Or make a really cheap jab!)</ref>]]
 
 
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The Unblockable Attack usually has one or more drawbacks to keep it from being naturally overpowering. It may have a [[Charged Attack]] mechanic so the defender can potentially survive either by immediately dodging or [[Hit and Run Tactics|jabbing very fast]] to stop the charge-up. Another limitation is it doesn't usually have a lot of [[Area of Effect]] or "splash" damage, giving the target plenty of space to run to in order to avoid getting hit. Similarly it will not be an [[Always Accurate Attack]] that can home in on targets wherever they may be and even if they dodge (in fact, an [[Always Accurate Attack]] will probably do [[Power At a Price|less damage as a tradeoff)]]. If the unblockable attack lacks these drawbacks it gives the attacker an [[Instant Death Radius]] that makes the game [[Nintendo Hard]] and the opponent akin to a god.
 
The [['''Unblockable Attack]]''' is similar to how a spell with [[No Saving Throw]] will [[No Sell]] a target's mystic and mental defenses... provided it hits. The difference is that [[No Saving Throw]] attacks can be prevented from hitting by certain defenses, while an Unblockable attack can never be intercepted, only avoided or interrupted.
 
This works equally well on actual physical defenses like fists, swords and shields, as well as intangible ones like a [[Beehive Barrier]]. The [[Boss Battle]] is likely to have this, and [[Mooks]] probably have attacks like this to make sure the player doesn't spend all the fight just blocking. The [['''Unblockable Attack]]''' is usually signaled with a special animation.
 
In fighting games, grapple/throw maneuvers tend to be unblockable attacks as a rule, to encourage a player to use their defenses wisely; it also creates a [[Tactical Rock-Paper-Scissors]] where Defend beats Attack, Throw beats Defend, and Attack beats Throw.
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* In ''[[Kenichi: The Mightiest Disciple]]'', when the titular hero fights against {{spoiler|Ethan Stanley}}, he wins with a technique that he learned {{spoiler|from The Elder himself}} and for which there is no defense, at least when the opponent is a non-master-class fighter. However, when Kenichi uses the same technique against {{spoiler|Tirawit Koukin}}, Kenichi's [[Genre Savvy]] opponent, instead of trying to defend himself, simply launches a counter-attack.
* In ''[[To Aru Majutsu no Index]]'', One of Fiamma of the Right's powers via the Holy Right is to annihilate anything it hits without any destructive force, resulting in this. And there's no known drawbacks to using it.
* ''[[Fate/stay night]]''s gives us Gae Bolg, which is not only an [[Unblockable Attack]], but also a [[One-Hit Kill]] and an [[Always Accurate Attack]]. It works as follows: when the name is invoked, the heart of the target is pierced. THEN the lance strike happens, with reality warping itself to make the attack hit. If you have a high enough [[Luck Stat]] (in the [[Reality Warper]] league), it's possible to escape the heart-pierce and 'only' take an almost-unhealable hit elsewhere on your body.
 
== [[Literature]] ==
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** This actually appeared earlier than ''IV'', in the form of the Guard Break from ''[[Street Fighter EX]]''. By using up a portion of the super bar, the character in question would wind up and deliver a strike that would nullify the opposing player's guard and cause them to stagger around while dazed for a few seconds. If it connected with an airborne player, they would instead be relaunched into the air for another juggle. Like the Focus Attack, these moves could also be countered.
* There are quite a few of these in ''[[Mortal Kombat]]''. [[Multi-Armed and Dangerous|Sheeva]] is practically a specialist in this, with a [[Death From Above|jump]] [[Ground Pound|move]] that crushes the opponent (but can be easily sidestepped), a [[Shockwave Stomp|ground stomp]] that hits the entire level (but anyone in the air avoids it), and four separate grab moves.
* ''[[Fear Is Vigilance]]'' has the body-slam attack -- whichattack—which is slow, but breaks through blocking.
* Almost all [[Limit Break|Final Smash]] attacks in ''[[Super Smash Bros.|Super Smash Bros. Brawl]]'' are unblockable, even by characters with special countering attacks.
* Many of the stronger enemies and bosses in ''[[Dark Souls]]'' have attacks that will hurt you no matter how good your shield is, and many of them ignore [[Counter Attack|parrying]].
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